Magical Descriptions
Magical Descriptions
So, in my post on magic, or somewhere else, who can keep track of this anymore, I sure can’t, I posited that there should be good guidelines and idea pools to help DMs describe magical items in ways that made them flavorful and memorable from a fluff perspective, regardless of the mechanics. It thus then occurred to me that I could provide such a service myself.
First, let’s discuss the kinds of things a DM should think about, before delving into a catalog of mental kickstarters. The below material doesn’t contain specific mechanics, but describes mechanics conceptually, so a DM can translate them to their game system of choice with ease.
Basic Concepts
So, you’ve got a +1 sword. Now what? Please note, the below questions and guidelines can apply to all items, not just weapons and armor, though they’re less applicable to disposable one-shot items like scrolls and potions, though not wholly so.
Who Made It?: I don’t mean the name of the smith or wizard (or do I? Yes, I certainly might), but the culture. In an age before mass production, all items show some signs of cultural origin, sometimes obvious, sometimes not. If it’s made by a particular nation, it may contain the symbol of that nation, or the choices of decoration may reflect the animals, gods, plants, and so on of that nation. Remember that non-humans aren’t monocultures; while you can get away with saying “It’s forged in the elvish style”, it’s much cooler to day, “It’s forged in the style of the Grey Elves of the Western Woods, as you can tell by the use of the silver ash leaf as a decorative motif.” Except for items from lost, forgotten, etc, cultures, it should generally be an easy check on an appropriate History or Knowledge skill, or a freebie to someone with the appropriate background.
When Was It Made?: This ties slightly into the above — cultures have eras and periods, and there are usually signs of when an item was made, based on the style of art, the craftsmanship, materials used, and so on. Symbols rise and fall in prominence over time, and craftsmen learn new techniques, or forget old ones. The purity of an alloy, or the width of a hilt, can all give clues to the age of an item. Generally speaking, it is a trope that older items are more powerful. While sometimes illogical (would you rather have an ENIAC or an iPad?), it can make sense in the weird context of D&D-style games. For a sword to survive in a usable form for thousands of years in a dank dungeon, it’s probably got some potent enchantments on it. Furthermore, a newly-made +5 holy dancing vorpal flaming dragonbane sword is probably still in the hands of the person it was made for, not lost twenty levels underground. For a very powerful item to be lying around waiting for someone to claim it, it needs to have been lost so long ago most people have given up looking for it. Less powerful items, more easily replaced, are more easily abandoned when they’re still new.
What’s It Made Of?: Leaving aside explicitly magical materials, the composition of an item can be interesting. Is it made of crude, impure, metal, or highly tempered and refined steel? What kind of wood is the bow made of? Is the leather on the grip made of dragonhide or human skin or good ol’ cow? Is it made of multiple substances, perhaps woven together in an unusual way? Again, culture is likely a key here, but this is also a good chance to show how an item is unusual:”The markings and runes are all very clearly of the Dwarves of Brasshammer’s Forge, but they’re known for their work with steel and adamantine. This shield is made of crude bog-iron, or so it seems.” Alchemy, Appraisal, or any kind of military or weapons knowledge skills are used here, and identifying common materials is likely to be an easy check, but rare materials — or realizing a common material should be uncommon for an item of this type — can be moderate or hard. Scrolls can be on papyrus, on refined paper (for higher tech cultures), on rough cloth, on segmented folding metal or slats of wood, or on vellum made from all sorts of creatures. Potion bottles might be glass, or metal, or clay, or varnished wood, or stoppered drinking horns. Ivory and bone can come from dragons, demons, liches, or sheep.
What Does It Look Like?: Well, duh, it’s a sword! (Shield, chain shirt, wand, ring). This question sort of relates back to the others, but go further. Is the ring made of twisted and interlocked braids? Does the sword have writing on the blade, and on both sides, or one side? What does the writing say? What language is it in? Is the blade straight or scalloped? What condition is the armor in — shining and clean, or battered? Are the decorative bits, or does the item reek of pure functionality? Has it been dyed or colored in any way? Are there small details — if the grip of a wand contains a carved ivory skull, does the skull have tiny sapphires for eyes… or perhaps the skull has horns, or fangs.
How Does It Feel?: This is a good time to consider the kind of magic the item has, and how it might manifest. Is the armor unusually light or flexible? Does it seem to instantly fit the wearer? Does it itch, or radiate warmth, or is it always cold? Is the sword so well balanced it almost seems to move on its own? Does it vibrate a little when it’s held? Does the wand twitch a bit when you first grip it, seeking a target? Do you find you always nick yourself on the blade when you draw the weapon, now matter how careful you are, and does the blood sink into the very metal of the sword?
Is It A Thing Of Legend?:Most items were made for a reason. You don’t make magic swords — not even boring +1 swords — to keep them in stock in case someone comes in wanting to buy one. Perhaps a powerful ruler commissioned a dozen such blades for his elite guard, all identical, but finding one of the King’s Own Twelve is still a noteworthy achievement. This doesn’t mean every blade is fabled in song and story. Most of the time, the backstory is relatively trivial — a wand carved by a wizard for a favored apprentice, a ring made by a runesmith to be a gift to a loyal adviser, and so on. Knowing this history is often simply a fun thing, but it can be useful, especially if anyone involved, or their descendents, are still around and even marginally interested. It can open some doors… or attract some enemies.
Oddments And Oddities: Magic is a chaotic force, even under the most carefully controlled conditions. Some believe the chaos is innate; others, that the chaos represents a lack of knowledge about all the factors which might be involved. In any event, most items have some slight quirks to them. An axe forged by dwarfs might cause its wielder to curse in dwarfish, no matter what language he is trying to swear in. The wielder of a wand of fireballs might find he can’t abide any meat that is not seared to nearly the point of charcoal. Armor may clang resoundingly when it is struck, or it might bleed black oil whenever the wearer is critically hit. The design on a ring might shift to show the phases of the moon, or the gem on a magic staff becomes the birthstone of whatever wizard is holding it. A cloak woven with a pattern of roses might give off the small of roses… or it might occasionally produce, from nowhere, a few petals, which simply drop off.
The Inevitable Caveats
It’s best to have only one to three interesting aspects for any item; don’t go whole-hog, especially if the item isn’t the centerpiece of a campaign or intended to be the signature item of a character.
Descriptive and fluff text should have effectively no mechanical impact, except under extraordinary circumstances. Don’t make players suffer if their items are cool (for example, penalizing them on stealth if their items emit quiet sounds or odd smells), and, likewise, don’t let them try to turn a bit of colorful description into a way to snag an unearned bonus or modifier.
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